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RPG/FPS Project 2014

Discussion in 'Works In Progress - Archive' started by Eric2241, Apr 11, 2014.

  1. Eric2241

    Eric2241

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    About
    This project is a new project in development Great Arc Studios. Great Arc Studios is a new group (about one year old) who have created various desktop apps, and now games.
    Currently the project is in the first steps, after a reboot of last year's toe dip into unity.
    Check out the website at http://greatarkstudios.weebly.com
    The ultimate aim of this project is to create a fun, high quality rpg, fps game. As we create new content we will be posting it on to this thread. We will also try to post the community assets we have used. If your we have used one of your assets and we missed you please let us know. Either pm us or email at greatarkstudios@gmail.com


    Social Media

    Follow us and get the latest updates on twitter: http://twitter.com/garcstudios


    Plans

    Overview


    This free game aims to be an exciting game, which has great ai, maps and stunning visuals, which also has amazing gameplay similar to major RPG games, while maintaining a AAA FPS feel.

    AI - Tactical, Methodical, and best of all professional. Thanks to RivalTheory, New Horizons' ai is integrated with the RAIN AI Engine!
    Conquest
    • Enemy troop amount will be dependent on amount of territory they control.
    • Player can conquer cities in city battles.
    • Player troop availability will be dependent on amount of territory they control.
    • Players can get bonuses from conquering cities
    • Larger cities will have more AI.
    • Enemy AI will spawn to attack other AI allied with the player, and vice versa.
    Market/Economy

    It will be fairly simple, featuring a shop system with an integrated global economy. I plan to include features such as adding money dynamically to the player's funds. So that would mean that the more cities the player controls the more money the player gets per 10 minutes (this is arbitrary), that would also mean that if the player is loosing they could loose money if their army is too big.

    Dialogue

    Most likely using a click to advance system seen in mount and blade, unforunatley voice acting is far too expensive.

    Updates

    Update - April 20th 2015
    It has been more than a year since I've started this project. In that time I've basically gotten the graphics done and am now working on the mechanics of the game. While the gameplay is still very much incomplete this part should be rather fast as I've gotten the main parts of the game done. With AI provided by the Squad Command package, and the AAA fps solution provided by VisionPunk I will only have to connect these 2 systems along with my own market system. I've made quite a bit of progress in that area of the game, having almost finished the shop system. I am now about 22% of the way done.
     

    Attached Files:

    Last edited: Apr 20, 2015
    balaam likes this.
  2. Eric2241

    Eric2241

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    New youtube video coming soon!
     
  3. Eric2241

    Eric2241

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    We are always working on optimization! :D
    April 10, 2014 13->20 fps!
    April 12, 2014: 20->25 fps!
    April 21 2014, 25->60
     
    Last edited: Apr 21, 2014
  4. TVE

    TVE

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    Looks good, though it looks like it needs a lot of optimization, smooth is 60 fps. Good luck!
     
  5. Eric2241

    Eric2241

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    Thanks! We definitely will be working A LOT on optimization.
     
  6. violinbg

    violinbg

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    Yes you should focus on that! You'll start adding building, enemies, AI and what not - things will get worse and worse.
    Try to implement some simple culling algorithm for the static objects (trees rocks etc).
     
    Last edited: Apr 12, 2014
  7. Eric2241

    Eric2241

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    We are constantly doing optimization improvements, we have gotten the scene to run on 25 fps. Also if you run it in full screen at 1920*1080 the frames will be almost constant with a 1260*800 resolution
     
  8. Eric2241

    Eric2241

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    Youtube trailer teaser up!
     
  9. Eric2241

    Eric2241

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    Here is the project logo

    $Project Blue 2014 logo.png
     
    Last edited: Apr 12, 2014
  10. The Swamp Fox

    The Swamp Fox

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    This project is amazing :D
     
  11. Samuel411

    Samuel411

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    Project looks okay but you should focus on game development more instead of posting videos and screen shots about it.
     
  12. Eric2241

    Eric2241

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    Thanks for the feedback. We are currently working on the game mechanics, and will be posting more of that soon. The ai is almost set for a showcasing.
     
  13. Eric2241

    Eric2241

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  14. Eric2241

    Eric2241

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    Spread the word, it greatly helps this free project!
     
  15. Eric2241

    Eric2241

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  16. Eric2241

    Eric2241

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    Ai Attacking! First showcasing of our ai!
     
  17. Eric2241

    Eric2241

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    Ai showcasing 2
     
  18. Eric2241

    Eric2241

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    Ai showcasing 3
     
  19. tweedie

    tweedie

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    Please don't bump 1 hour after your last post, it clogs up the forum.

    I would agree with samuel - there isn't really a game here, just some terrain pieces with some AI work/pictures and a 'trailer', which is essentially a shot of a mountain. You should definitely focus more on gameplay, because currently there isn't any, really (that I can see anyway). Also, if you're trying to optimise what is currently running at 20-25fps, you should consider entirely rewriting your scripts, because that's a horrible frame rate to play at, unless you're developing on poor hardware (that's not meant to be at all offensive, nor am i saying its a bad thing, it's just a fact).

    Sorry to be blunt, but things need to be re-thought out here, but other than that I wish you good luck in your endeavours :)
     
  20. JamesLeeNZ

    JamesLeeNZ

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    25 fps for what you're showing is pretty abysmal.

    What sort of rig are you running?
     
  21. Hikiko66

    Hikiko66

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    I quote directly from his video
    "This is an Imac, but it is a old Imac, it's like 2010, and it's the baseline. It's the cheapest Imac you can get."
     
  22. Eric2241

    Eric2241

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    Thanks for the reply, and the feedback. As we are working with unity indie, and using the indie effects package we can't really do anything with optimizing the indie effects. The indie effects causes most of the lag, but looks great. So we are working on optimizing scripts, and textures. We also may be getting new hardware soon to replace the 4 year old iMac.
     
  23. Eric2241

    Eric2241

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    It's not that great when other apps are open and recording. So optimization is definitely a priority!
     
  24. JamesLeeNZ

    JamesLeeNZ

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    2010 baseline mac.

    makes sense then I guess.
     
  25. Eric2241

    Eric2241

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    We are still working on optimizations so our outdated computer can play it at around 30 fps, but a better rig should easily get 40-60.
     
  26. Eric2241

    Eric2241

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    Does anyone know how vertex lit rendering looks (any screen shots)?
     
  27. sandboxgod

    sandboxgod

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    Ugh, I dunno if I should say anything because I don't want to be a dream killer. Terrain doesn't look too good. Maybe it's all on UNity I have no idea. Perhaps you should look into buying some assets from the store? Like use Micheal O's terrains those look very nice. He has Jungle, Desert, modern warfare, etc. See if you can catch it on sale

    There is also those Voxel Terrains

    Didn't watch the whole youtube. Just sort of scanned through it.
     
  28. Eric2241

    Eric2241

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    Thanks for the reply, as for the terrain it's self, it was meant to be really simple as a test terrain, and as for assets we are using the island demo's assets. So we do have plans for replacement of those assets. If we did not say this before this is all pre-alpha, most of the stuff posted right now won't even be included in the final product.
     
  29. Eric2241

    Eric2241

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    New island pic with updated grass, pre alpha. We are currently working on the actual game mechanics. This is just for the wait.
     
  30. Eric2241

    Eric2241

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    New palm trees coming soon! We are currently working on the actual game mechanics. This is just for the wait.
     
  31. Eric2241

    Eric2241

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    Under the shady palm tree. We are currently working on the actual game mechanics. This is just for the wait.
     
  32. carking1996

    carking1996

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    Okay, no need to update it every hour. Looks nice.
     
  33. Eric2241

    Eric2241

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    Thanks, and sorry. We are just trying to be active. :(
     
  34. Eric2241

    Eric2241

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    We are working on the main campaign map! Screenshots coming soon!
     
  35. Jack_Frost

    Jack_Frost

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    Hey Eric,

    Loving the enthusiasm, keep at it! A little idea: Maybe you and your buddy(s) could get together and do a little brainstorming session, to work out the overall direction and look and feel of the game. I know diving into Unity and getting stuff done is fun, and absolutely important, because you'll learn a lot from it, but getting ideas down on paper, and openly discussing them with your team builds a solid foundation for everyone to develop on. Rock on.

    Jack
     
  36. Eric2241

    Eric2241

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    Thanks for the feedback, we will be definitely be having more discussion sessions. We really appreciate any feedback!
     
  37. Eric2241

    Eric2241

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    New Map, more screenshots coming soon! We are currently working on the actual game mechanics. This is just for the wait.
     
  38. Eric2241

    Eric2241

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    More pics from our new scene!
     
  39. KheltonHeadley

    KheltonHeadley

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    A 2010 iMac should run this flawlessly at 60. No image effects? No shadows, nothing. Very bland. You have something there that isn't very performance oriented and you should focus more on figuring that out. Instead of a terrain use a mesh, instead of millions and millions of pieces of grass, tone it down. Instead of a massive level, make it smaller. Not only will you save performance, but you'll get this done faster.
     
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  40. Eric2241

    Eric2241

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    The new scene, we posted runs on our computer at 1920x1080 at 75 fps, easily. The earliest pictures did not include post effects, but the some what newer one do, for example the beach scene.
     
  41. Eric2241

    Eric2241

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    We have now added in sounds for our scenes!
     
  42. Eric2241

    Eric2241

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    New screenshots of our ai testing in a scene, the scene averages 34 fps on 1920*1080.

     
  43. Eric2241

    Eric2241

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    New MASSIVE map, with improved textures, clouds, and vegetation. This map run at 175 fps on a baseline 2010 imac.
     
  44. RT_Jester

    RT_Jester

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    Jester from Rival Theory here-- makers of RAIN.

    This project is coming along nicely! We can't wait to see more progress! Let us know if you have any questions.

    Best,
    Jester
     
  45. Eric2241

    Eric2241

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    Thanks, RivalTheory truly has some of the best support around. We got the ai to do more improvements today, our ai started off as a tutorial from the rival theory website!
     
  46. Eric2241

    Eric2241

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    Ai progress, more stability and sounds added, such as firing, walking, etc...
     
  47. Chemaxmax

    Chemaxmax

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    It looks nice :) Why don't you upload a video with the AI working? It would be interesting.
     
  48. KheltonHeadley

    KheltonHeadley

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    Thats not very good performance for how it looks man, you need to work on optimizing and getting it to look better.
     
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  49. Eric2241

    Eric2241

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    The scene is running at 80fps as of today.
     
  50. Eric2241

    Eric2241

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    We will be uploading a new video as soon as we finish updating our ai behavior.